Difference between revisions of "Node advancement"

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{{Node advancement}}
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== Vassal nodes ==
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{{Vassal nodes}}
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== Nodes ==
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{{Nodes}}
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=== Node atrophy ===
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{{Node atrophy}}
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== Storyline quests ==
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{{Storyline quests}}
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== Node development ==
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{{Node development}}
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=== Taxation ===
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{{Node taxes}}
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== Player housing ==
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{{Player housing}}
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{{Housing types}}
  
{{Node advancement}}
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{{readmore|Player housing}}
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== Trophy park ==
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{{Trophy park}}
  
 
== Adaptive content ==
 
== Adaptive content ==
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* [[Progression]]
 
* [[Progression]]
  
{{Notes}}
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== References ==
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<references/>
  
 
[[Category:Nodes]]
 
[[Category:Nodes]]

Revision as of 04:59, 2 June 2019

Citizen and non-citizen player activity (questing, gathering, raiding, etc.) within a node's ZOI counts toward that particular node's advancement (progression) to a higher node stage.[2][3]

The advancement of a node unlocks its unique content, which comes at the cost of locking out an increasing ring of neighboring nodes from progressing to the next stage.[4]

  • Nodes advance to the first stage quickly. This enables NPC services such as vending or banking items.[5]
  • The more advanced the node is, the larger its ZOI becomes.[6]
  • Less advanced nodes (referred to as vassal nodes) that fall within a more advanced node's ZOI can still gain XP, but must remain at a lower advancement stage than the dominant node.[7]
  • Certain quests, such as story arcs, may not be able to be turned in after a node has advanced.[10]
  • The territory expansion algorithm takes into account the nearest coast, neighboring nodes, and the heatmap of players in surrounding areas over the last weeks or month.[11]
    • Due to the way the progression algorithm calculates territorial (ZOI) expansion during node advancement, there is a small possibility that two nodes of the same stage end up being close to each other.[12]
The way that the algorithm expands the territories takes into account a few things: One it takes into account the coast like where's the closest coast. Two it takes into account the neighboring nodes so it can take over and essentially vassal state those nodes, but what's more important is essentially the initial population based on like how players choose their races. Because we have nine different races and four different starting points that branch out, each server's population density is going to dictate essentially the first few nodes that are highly populated and then that initial seed is what's going to determine the node structure as it moves inland into the into the world essentially; and based on the performance and successes of different sieges will determine which nodes that got locked out from the previous the initial advancements what nodes can now be available to advance further. So I really think that with so many variables that are present in the equation of how nodes advance and stay existing with the more variables you have, the higher likelihood there is for there to be a significant diversion in world progression.[11]Steven Sharif
Normally the algorithm that's applied to the node territorial expansion will prevent significant nodes from being in close proximity to each other... There could be a perfect storm where all of the algorithmic progression of territory leads to having these nodes very close to each other because there's certain requirements that should that need to be available to satisfy node vassal takeovers; and it's possible that two nodes would never take each other over as vassals and end up close together and spanning their territories in opposite directions: The Tale of Two Cities thing.[12]Steven Sharif
  • A node does not receive XP from the nodes within its ZOI until these nodes have reached their cap.[7]
  • Citizens of one node can contribute to the advancement of other nodes.[13]
  • Node experience gain opportunities will be equitable across the four node types.[14]
    • The exact percentage of advancement from obtaining items or killing monsters is not going to be explicitly known to avoid "gaming" the system.[15]
Different people have different resources invested in nodes progressing and it would be a little "gamey" if you could know exactly what was necessary at that point because that would disincentivize people from participating.[15]Steven Sharif

Node advancement spawns a series of animations and visual effects (within the footprint of the node).[16][2]

  • Players within the node are teleported to a safe location, likely a respawn area near the node.[16][17]
  • Supplies will spawn around the node and system driven caravans are spawned to bring these supplies into the node. These caravans are not able to be attacked.[16]
  • NPCs will begin construction activities.[16]
  • Players outside the node will see the new facade of the node pop into existence as the node advances in stage.[16]
The Development Area of a Node is where civilization will appear as the Node advances. As the Node Stage increases, different buildings, NPCs, and services will become available in the Development Area. The higher the Node Stage, the more complex and populated the Development Area becomes. Development Areas will also vary depending on the Node Type - Economic, Military, Scientific, or Divine.[2]Margaret Krohn

Vassal nodes

Vassal node structure.[18]

This vassal mode structure tells you what it looks like for a sovereign at a level six metropolis stage; and what it can control at a maximum vassal network is two level five nodes, of which a level five node can control one level four and one level three as direct vassals; and then the four can control a three; and every three can control a one or a two. Now if the three gets removed through siege, the one or the two is removed as well. So that's an important distinction between the three's vassals, which technically isn't really a vassal relationship because there's no citizenships possible. Those vassals don't exist between three and X, but they do exist between four and three, five and four, and six and five. And what this also allows is that because there are 85 nodes that are within the world, we have a buffer zone of about 20 nodes that lives in a max server state. So if you had maximum five metropolises form in a world, you will have a number about 20 nodes that can live alongside those metropolis networks; and when or if a metropolis falls, that extra cushion of nodes around the five metropolis structures allows for the map to be redistricted in a way that is unique. It doesn't mean that one of the fives is just going to pick up where the last six left off and form the same exact metropolis structure. From a territory perspective it has ancillary nodes to play with and expand towards that redistricts the map, so that if a metropolis falls there's a significant difference in the layout of the world and the layout of these almost nation-like territories.[18]Steven Sharif

Village (stage 3) or higher nodes enslave nearby nodes, converting them into vassal nodes.[19][9]

There is a layer of intricacy between how the neighboring nodes advance and what potential parent structure they have in the vassalship tree.[20]Steven Sharif
  • Vassal nodes gain benefits from their regent node (also referred to as sovereign node or parent node) even if the node type of the parent is different to the vassal.[21][22]
It is not a bad thing to be vasseled, it is a good thing to be vasseled. It brings many benefits from the Sovereign, which is the ultimate parent of that vassal network down to the vassal node itself; and it allows that vassal node to even live outside of its normal mechanics. You get to adopt some of the benefits that the node type of your sovereign is, even if your node type as a vassal node isn't the same.[22]Steven Sharif
  • Regent nodes collect taxes from their vassal nodes. These taxes cannot be taken by the mayor or other players.[24]
  • Vassal nodes give excess experience to their parent node and may have their own vassals; so long as they fall within the parent node’s zone of influence.[24][19]
    • If a node is capped and is both a vassal and has its own vassals, any experience earned from itself or its Vassals is first applied to its own deficit. Experience beyond that is then sent to its parent node.[2]
When the vassal reaches its cap it overflows experience up to the parent; and so it can be very good early on for parents to get vassal nodes that are very productive- that have a lot of traffic.[24]Steven Sharif
  • Vassals are subject to the government, alliances, wars, taxes, and trade of their parent node, and are able to receive federal aid from them.[19]
  • Vassal nodes cannot declare war on their parent node or any of their vassals.[19]
  • Citizens of vassals are bound by the diplomatic states of the parent node.[19]
If a Node is a Vassal Node and is capped from advancing further, it first applies any experience earned to its own deficit (see Node Atrophy section), and then applies excess experience earned to its Parent Node. If the Parent Node advances and the Vassal is able to grow, it becomes uncapped. If a Node is capped and is both a Vassal and has its own Vassals, any experience earned from itself or its Vassals is first applied to their own deficit. Any experience beyond that is then sent to its Parent Node.[2]Margaret Krohn

Nodes

Alpha-2 Village node flythrough.[25]

Nodes are a pre-set location, wrapped in a zone of influence, in our world that can form into towns of different sizes. These sizes range from a small camp to a sprawling metropolis. The size of the towns depends on the contribution by players and how far they’ve advanced the Node. Players do not create the footprint of a Node, but within that footprint they do have the ability to own land. Players who are part of the government for a specific Node will have the ability to modify building types and services further, but for the most part, a Node will grow along its own specific path (think about this more as NPCs building these towns out, rather than PCs individually putting buildings and walls up). A Node’s contribution area is larger than the actual town itself, allowing for players to adventure while building upon the town. We call the contribution area the Node’s “Zone of Influence,” and it’s the area where players help to advance the Node they are in.[26]

Encompassing each server are carefully placed points of development called Nodes.[3] There will be 85 regular node locations at launch with 15 additional castle nodes (5 castles x 3 castle nodes each)[27][28][29] for a total of 100 nodes.[30]

We have moved from a 103 nodes to 85 nodes; and there's a few reasons for that. One, when we were doing the calculations behind how- in Alpha 2 and in the game- we want these vassal structures to exist, we had more nodes than what felt meaningful and we wanted to condense some of that those curated story arcs and hooks into the environment and realm around the areas to be more bountiful at a lesser node value: meaning bringing down the node count so that we can increase the richness of each of those nodes more than what was at 103.[30]Steven Sharif
Nodes are the heart of the world, they create the ebb and flow of life. At their core, Nodes are pre-set points in the world, wrapped in a Zone of Influence and surrounded by geographic areas that change over time based upon player participation. The world map is divided into regions, with each region containing multiple Nodes. As a Node advances, it influences the types of content within itself and the surrounding areas. Players do not create Nodes, but if they are a part of the government for a specific Node, they have the ability to influence diplomacy, and modify building types/construction and services within that Node.[19]Margaret Krohn

Node atrophy

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Nodes accumulate an experience deficit each day based on the node's level, called node atrophy. The deficit is subtracted from any experience earned that day. If any deficit remains, then this is subtracted from the node’s experience pool.[2]

  • An atrophy system may be implemented, where accumulated atrophy points will progressively disable services within a node. The node may be destroyed if a significant points threshold is reached.[12]
  • A previous design concept was that nodes could delevel based on accumulated atrophy.[12][2]
There are intrinsic problems with reducing a nodes level as opposed to removing the node and it may be possible I'm just gonna say now that we don't actually atrophy nodes to delevel but rather accrue atrophy points that must be replenished over time; and if not it begins to disable services and further compound the atrophy problem; at which point when it reaches a certain atrophy point then the node would just disappear.[12]Steven Sharif

Storyline quests

Story arc quests (Storyline quests/Narrative quests) contain objectives for each chapter of a story arc.[37][38][39][40][41][42]

  • Players can progress each chapter by completing story arc quests within the timeframe that each chapter is active.[39]
    • Phase timers are shown (in the quest UI) to indicate how much real-world time is available to complete the quests in each phase.[38]
    • If the player completes all quests in a particular chapter, they will need to wait until the next chapter to obtain further quests.[43]
  • Story arcs can branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[37][38][40]
You can't really farm the quests in any meaningful way, because once you've done the quests in a chapter, that's it until the next chapter. Whether 1000 people participate or 10, the chapters will stay active for the same length of time, and as long as you participate in the clearly-marked time frame in your quest journal, you're good. The only thing that a concentrated effort can help with is influencing the narrative paths through the arcs.[43]Skott B
  • These quests stages can be failed. The ability to retry a failed quest depends on Node progression.[40]
There will be many different quests that actually have stages of the storyline; and these stages can actually be failed. You can actually fail a storyline; which sucks when you think about it, but at the same time that risk makes your investment that much more important.[40]Steven Sharif

Node development

Racial architecture of the same Village (stage 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 Non-NDA screenshot.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[19]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[2]Margaret Krohn

Node layout and style is determined by several factors:[46][47]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[48]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[49]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[47]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[55]Steven Sharif
  • The rest is determined by the node's mayor.[47]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[56]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[56]Steven Sharif

Taxation

Alpha-2 Node treasury work-in-progress advanced node taxes UI.[57]

As the node levels up, you're gonna get access to deeper controls on the taxes, so that you as a Mayor can incentivize players to come to your node to do certain things. If you're a node that loves smithing, you're probably going to want to lower your taxes on artisanship to incentivize players to be here. But then you might want to drive up taxes on other avenues that players aren't necessarily coming to your node for, but are using out of convenience.[57]Chris Justo

Mayors are able to set a generalized node tax rate as well as overrides for different activities within their node. Mayors gain additional taxation controls as their node advances.[57][58]

Regent nodes take a cut of taxes from various activities that occur within their vassal node structure.[24][70]

  • This tax doesn't necessarily impact the individual citizen, because citizen's tax levels are determined by their node, but the node's finances are affected by the taxation levied by its parent nodes.[70]

Player housing

Pre-alpha Empyrean freehold homestead.[71]

Players will have the ability to survey and develop land anywhere in the world. Be a pioneer deep in the wilderness, build the home of your dreams, and work the land to cultivate resources and supplies. Alternatively, stick with civilization and safety in numbers – purchase a home within the confines of a village and watch your investment grow as that village turns into a city. Homeowners in our game will have the ability to develop their plot of land as they see fit. Focus on farming, animal husbandry, or own your very own smithy. You’ll be able to specialize your land to maximize your profits or your comfort – be sure to choose wisely.[72]

Player housing is player-owned accommodation in the form of Apartments, Freeholds, Inns, and Static housing.[65][6]

A player may own up to one of each type of housing simultaneously.[74][75] Static housing and Apartments are one per server; Freeholds are one per account.[76]

Player housing Type. Availability. Starting count. Limit.
Apartments Instanced.[6] Village stage and higher.[77] 50.[78] One per character per server.[76]
Freeholds Open world.[6] Village stage and higher.[6] Low thousands per server.[79][80] One per account.[76]
Inns Instanced.[81] Starting areas and Nodes.[65] Most accessible.[65] -
Static housing In-node.[6] Village stage and higher.[6] 8.[78] One per character per server.[76]
If you were to think about the level of exclusivity between the different types of housing that we have, obviously the most exclusive when it comes to a quantity is going to be Freeholds, followed by In-node housing, followed by Apartments, then followed by Inns.[82]Steven Sharif

Read more...

Trophy park

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Trophy park is an area within Town, City or Metropolis nodes that has available spots for trophies. These trophies show the character names of players who are the first to complete world bosses and dungeon bosses that were spawned as the result of the development of that particular node.[83]

  • Server announcements and achievements are designed to encourage groups to experience new content.[83]

Adaptive content

Alpha-1 preview pirate themed dynamic point of interest.[84]

This is actually a dynamic POI. This one will evolve as players evolve the node that it's attached to. So this is its final state.[84]Jeffrey Bard

New points of interest (such as dungeons, world bosses, and corrupted areas) spawn as nodes develop.[85][86] This content adapts to the node progression of the zone it is in.[84][87]

Certain dungeons and other points of interest across the map will all be affected by the server’s node development. Some dungeons will only be unlocked if nodes are developed to certain stages. The storyline objectives for players inside dungeons will also be dependent on the story arc paths chosen through the node system. The drop tables in area and dungeons will also be tied into the progression of certain areas. For example, let’s say that the humans have developed a node in Region A, and a storyline has opened up that leads players to inspect the ruins (dungeon) of a nearby area. And let’s say that this node was developed in a scientific (crafting) zone… Well before the node developed, this dungeon was accessible… But now the dungeon has propagated new monster assets that include a drop table catering to a crafting emphasis because of the development of that scientific node. And perhaps, a new boss appears in different rooms of the dungeon that includes different adventure quest starts, like a mysterious item with a storyline that can only be progressed if a node develops to the metropolis stage in a certain region, across the world. Our system is so vast, when it comes to interconnectivity and how the world reacts to the players.[42]

See also

References

  1. Video, February 29, 2024 (33:57).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Blog - Know Your Nodes - Advance and Destroy.
  3. 3.0 3.1 A reactive world - Nodes.
  4. Video, April 20, 2017 (0:02).
  5. Npc vending.jpg
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Node series part II – the Metropolis.
  7. 7.0 7.1 Livestream, October 16, 2017 (50:20).
  8. 8.0 8.1 steven-quote-neighboring-nodes.png
  9. 9.0 9.1 9.2 jahlon-steven-vassal-nodes-quote.png
  10. Livestream, February 29, 2024 (53:58).
  11. 11.0 11.1 Interview, July 18, 2020 (10:04).
  12. 12.0 12.1 12.2 12.3 12.4 Interview, July 8, 2020 (1:00:15).
  13. node xp.png
  14. Livestream, September 24, 2021 (1:21:23).
  15. 15.0 15.1 Livestream, May 26, 2017 (28:16).
  16. 16.0 16.1 16.2 16.3 16.4 Livestream, October 14, 2022 (55:13).
  17. Livestream, November 17, 2017 (55:27).
  18. 18.0 18.1 18.2 Livestream, August 26, 2022 (1:07:34).
  19. 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 19.8 19.9 Blog - Know Your Nodes - The Basics.
  20. steven-vassals.png
  21. Livestream, August 31, 2023 (52:56).
  22. 22.0 22.1 Livestream, August 26, 2022 (1:04:35).
  23. steven-stream-clarifications-august-2022.png
  24. 24.0 24.1 24.2 24.3 24.4 Livestream, August 26, 2022 (1:10:16).
  25. X.com - Fly on through the Village Node we showed in our August livestream!
  26. Node series part I
  27. 27.0 27.1 Blog: 10 facts about castle sieges in the MMORPG.
  28. 28.0 28.1 castle nodes.png
  29. 29.0 29.1 Podcast, April 23, 2018 (15:14).
  30. 30.0 30.1 Livestream, August 26, 2022 (1:05:47).
  31. Interview, August 24, 2018 (3:44).
  32. Livestream, August 26, 2022 (1:18:54).
  33. Livestream, August 26, 2022 (1:06:42).
  34. 34.0 34.1 Livestream, November 30, 2020 (37:16).
  35. Livestream, October 31, 2023 (1:34:37).
  36. Livestream, May 17, 2017 (55:40).
  37. 37.0 37.1 Livestream, April 7, 2023 (58:39).
  38. 38.0 38.1 38.2 Video, March 31, 2023 (14:20).
  39. 39.0 39.1 Video, March 31, 2023 (12:47).
  40. 40.0 40.1 40.2 40.3 Interview, October 20, 2018 (2:36:25).
  41. Livestream, January 18, 2018 (39:08).
  42. 42.0 42.1 42.2 42.3 42.4 MMOGames interview, January 2017
  43. 43.0 43.1 skotty-story-arc-3.png
  44. Livestream, March 26, 2021 (1:12:51).
  45. Livestream, July 25, 2020 (1:50:20).
  46. 46.0 46.1 46.2 Livestream, October 30, 2020 (39:17).
  47. 47.0 47.1 47.2 47.3 47.4 47.5 Livestream, September 27, 2018 (53:06).
  48. 48.0 48.1 Livestream, February 25, 2022 (41:00).
  49. 49.0 49.1 Livestream, February 26, 2021 (1:12:18).
  50. Livestream, March 31, 2022 (4:57).
  51. Podcast, April 11, 2021 (29:47).
  52. Interview, May 11, 2018 (54:34).
  53. Livestream, May 26, 2017 (21:23).
  54. Podcast, April 11, 2021 (23:36).
  55. 55.0 55.1 Interview, May 11, 2018 (47:27).
  56. 56.0 56.1 Livestream, July 29, 2022 (1:13:09).
  57. 57.0 57.1 57.2 57.3 57.4 57.5 57.6 57.7 Video, August 31, 2023 (28:04).
  58. Livestream, March 28, 2020 (1:03:38).
  59. steven-tavern-games-1.png
  60. steven-tavern-games-2.png
  61. Interview, July 9, 2023 (54:46).
  62. Livestream, June 30, 2023 (1:45:22).
  63. 63.0 63.1 Tax spending.png
  64. Blog: Development Update with Village Node.
  65. 65.0 65.1 65.2 65.3 Livestream, August 31, 2023 (15:51).
  66. 66.0 66.1 Interview, July 9, 2023 (38:14).
  67. 67.0 67.1 Interview, March 27, 2020 (0:30).
  68. Video, April 5, 2018 (41:48).
  69. Livestream, September 29, 2023 (1:11:22).
  70. 70.0 70.1 Interview, May 11, 2018 (57:02).
  71. Video, May 25, 2017 (1:07).
  72. About Ashes of Creation.
  73. Livestream, May 4, 2018 (32:46).
  74. Interview, July 9, 2023 (42:11).
  75. player housing limits.png
  76. 76.0 76.1 76.2 76.3 Interview, May 11, 2018 (50:47).
  77. Steven Sharif - Clarification points from today’s stream.
  78. 78.0 78.1 steven-housing-numbers.png
  79. Blog: Exploring the Boundless Opportunities of Freeholds.
  80. steven-freeholds-per-server.png
  81. Livestream, August 31, 2023 (22:32).
  82. Livestream, August 31, 2023 (18:13).
  83. 83.0 83.1 Podcast, August 4, 2018 (1:35:58).
  84. 84.0 84.1 84.2 84.3 84.4 84.5 84.6 Livestream, March 26, 2021 (50:33).
  85. Livestream, March 26, 2021 (22:53).
  86. Livestream, November 17, 2017 (36:22).
  87. 87.0 87.1 87.2 87.3 87.4 Livestream, November 17, 2017 (18:29).
  88. steven-pois.png
  89. steven-dungeons.png
  90. Livestream, July 25, 2020 (46:08).
  91. Livestream, April 29, 2022 (40:21).
  92. jindrack-pois.png